The Hitherlands

These locations are only a few of the numerous adventure sites located within a few hours’ walk of the town of Sandpoint.

ASHEN RISE:
The smaller of the two limestone escarpments in the area is the so-called Ashen Rise. Unlike Devil’s Platter, Ashen Rise is relatively safe the only peril that explorers are likely to face up here are flocks of stirges or uncommonly aggressive ravens and crows.

RISTON’S POND:
Named after an eccentric Varisian druid who lived his whole life on the western shore, this pond lies at the convergence of Weasel Creek and the larger Turandarok River. Goblins from Mosswood often fish along the eastern shore, and the dilapidated shack that once served as Biston’s home still sits on the western shore, supposedly haunted by the old druid’s spirit.

BRINESTUMP MARSH:
This tangled, overgrown swampland is infested with giant insects, goblins, and other unpleasant monsters. The marshland is relatively unexplored as a result, despite its close proximity to the well-traveled Lost Coast Road.

DEVIL’S PLATTER:
The edges of Devil’s Platter are known haunts for the Birdcrunchers-a small tribe of relatively nonaggressive goblins that dwells in numerous caverns along the Platter’s western edge. Deeper in, it’s rumored that the place is controlled by devil-worshiping bugbears who avoid the light of day but emerge at night from caves to light their fires.

DRAGON’S PUNCHBOWL:
This bowl-shaped island is little more than a series of stony ridges surrounding a small lake. Wyverns roost in caves here, and rumors hold that a dragon visits the place once or twice per year for unknown reasons.

EGAN’S WOOD:
This small copse of trees grows along the lee of Ashen Rise, a thick tangle of pine trees once
owned by a local eccentric named Egan who forbade any clearing of the land for farming. His shack lies hidden somewhere in the woods. Although Egan died long ago, the giant spiders that infest his beloved woods remain very much alive.

FARMLANDS:
The farmlands south of Sandpoint are relatively safe, but farmers are always getting into trouble with local wildlife or various local dangersparticularly goblins or mites. At any given time, at least two or thre.e farms need help in running off predators or mischief-seeking troublemakers.

FOXGLOVE MANOR:
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GRUBBER’S HERMITAGE:
Notorious as a generator of shipwrecks, Grubber’s Hermitage is a small, isolated island containing a thorp of a dozen fishing familiesinsular folk who generally don’t welcome visitors. Sandpoint citizens theorize that lepers, ghosts, or worse infest the island. Of late, little has been heard from the Hermitage; with no love lost between this thorp and Sandpoint, no one has gone to investigate the silence as of yet-despite sightings from passing ships of strangely large numbers of carrion birds nearby.

JABE’S SANATORIUM:
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HAG’S PLUMMET:
Old Varisian tales recount the tragic story of young Bevanaka, who found a gray hair and sought out an old witch for an elixir ofbeauty. The witch gave her the potion, but warned her that the effects would last only as long as she didn’t fall in love. For many years, Bevanaka lived as a lonely but beautiful woman, until the day her loneliness grew too great and she fell in love with a young man. Bevanaka grew old in the blink of an eye, but hoped her true love would still remain true. Alas, she was wrong. Horrified by her sudden age, he spurned her. In a fit of despair, Bevanaka threw herself from the cliffs at Hag’s Plummet. Since then, these cliffs have been a popular place both for young lovers to sneak away and profess their love and for suicides.

THE MOORS:
The three moors that stretch through much of the hinterlands consist of poor-quality soil and stony ground. The northernmost is Ashen Moor, a stretch of low-lying land that slopes gradually to the west toward Hag’s Plummet. On the far side of Brinestump Marsh from Ashen Moor lies Bleak low Moor, a higher-altitude swath of land said to be infested by ghouls below its barren expanse. Whisperwood Moor, the largest of the three moors, lies to the southeast and is often shrouded in fog well into the day. Goblin dogs, wolves, worgs, and worse hunt here, often coming north to prey on the livestock of outlying farmlands.

MOSSWOOD:
Mosswood’s primary inhabitants are goblins, and the Mosswood tribe remains the largest of the Sandpoint goblin tribes today. Part of the Mosswood goblins’ tenacity doubtlessly comes from the tribe’s chieftain, Big Gugmut, who claims to be the son of a hobgoblin and a wild boar. The Mosswood tribes are numerous, and bickering over which of the goblin hero gods (or Lamashtu herself, for that matter) is the best god leads to more goblin death in Mosswood than all the adventurers and misadventures combined. Mosswood’s trees tend to be larger, mostly redwoods, resulting in much more open forest floor than exists at undergrowth-heavy Nettlewood to the north.

NETTLEWOOD:
North of Mosswood lies Nettlewood, a frustratingly tangled forest. Whereas the trees of Mosswood grow tall and stately, those north of the Lost Coast Road in Nettlewood are lower and share their forest floor with snarls of nettles and thorny underbrush.

PAUPERS’ GRAVES:
Before Sandpoint was settled, Varisians often visited the coastline here, one of their many traditional graveyard sites in the region. When Sandpoint began construction, a large influx of poor and desperate laborers from Magnimar came to the region, hoping to be rewarded for helping build a new town by being given a place in it; those who died during construction were buried here. Today, these bodies are gone, devoured by the ghouls now inhabiting the twisting warrens beneath the area.

THE PIT:
The most notorious site on Devil’s Platter is a dark, circular pit hidden somewhere near the escarpment’s center. From above, the Pit is only accessible by flight or via a winding network of mazelike furrows in the Platter’s surface, while from below, the numerous caves that branch off of the Pit’s walls connect to underground lairs throughout the hinterlands. In this way, the Pit forms the nexus of a “mini-Darklands” below the region. Something like a sinkhole, the circular shaft stretches nearly a hundred feet across, its inner walls crisscrossed with ledges and rope ladders leading deeper into the mist-shrouded depths. Numerous cave entrances along these ledges lead into complexes within the escarpment itselfgoblin tribes, infestations of gremlins, sinister lairs inhabited by derros and dark folk, and troglodyte warrens are among the dangers one faces In these numerous caverns. The deepest reaches of the pit contain an ancient temple devoted to Kabriri (the demon lord of ghouls) and the lair of the infamous Sandpoint Devil.

THE PYRE:
The ancient Varisians of the region used this promontory for many rituals, including their yearly Swallowtail Festival, but the Pyre hasn’t been used since Sandpoint’s founding.

RAVENROOST:
This ragged range of broken hills is decorated here and there with isolated copses of eucalyptus, pepperwood, and pines. Not a lot lives here apart from relatively harmless wild animals.

SHANK’S WOOD:
This small pine and eucalyptus forest is relatively small. The goblins of the Seven Tooth tribe claim this forest as their territory.

SOG’S BAY:
This shallow bay has a notorious reputation for being a shipwrecker. Dozens of sandbars and hidden perils fill the area, and the masts of unfortunate ships protrude from the shallows in multiple spots. The waters of the bay are thick with reefclaws, giant crabs, and other tidal predators and scavengers.

THISTLETOP:
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THE THREE CORMORANTS:
Three towering sea stacks protrude from the waves here, their crowns supporting miniature forests of eucalyptus and cypress trees. A small group ofharpies dwell amid these trees, but apart from periodically tormenting goblins, the monsters don’t meddle with mainland concerns.

TICKWOOD:
Although giant ticks are known in this wood, the primary denizens ofthis long, narrow forest of pines, firs, and redwoods are boars. As a result, the wood is a popular hunting ground among the wealthier residents of Sandpoint.

THE TORS:
Situated to the east of Devil’s Platter, these three groups of stony hills are known collectively as the Tors. Named after three adventurers who explored many of the nooks, caverns, and old Varisian tombs here before Sandpoint was founded, the Tors still hide many secrets and small, hidden complexes that await discovery by adventurers.

WHISPERWOOD:
Only the northern tip of this large forest intrudes into the Sandpoint hinterlands. Whisperwood runs along much of the Lost Coast, its towering redwoods a humbling testimony to the grace of nature. Tales of hidden Thassilonian ruins from both Shalast and Bakrakhan often lure adventurers into these woods, but most fall prey to the wolves, bugbears, and thugs who lie in wait for intruders.

WISHER’S WELL:
One of the lesser-known Thassilonian ruins in the region, this landmark consists of a circular stone tower only 30 feet high from the outside that drops away into a wo-foot-deep shaft ending in a deep pool of water on the inside. All manner of monsters dwell in the flooded caverns below the well, including a small tribe of skum and a larger tribe of faceless stalkers.

The Hitherlands

The Harrowing Mr_Simon Mr_Simon